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GHNeko
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  • He was probably dumbfounded at how wrong he was.

    Also lol 2 month late reply. I never really check these.
    Tall guy, sort of poofy hair, will probably have a beard. I may make a shirt that says Spire or something.
    I'm going to get my *** handed to me at Smash Bros, but whatever. I just want to meet forumers.
    D
    Yeah, the stage codes can be used for public stuff. Can't even remember why they shouldn't lol.
    I had to check out Tails in Brawl, which hasn't even happened yet but undoubtedly will.

    It is as inevitable as the message you were bound to leave me.
    **** yeah it is!

    oh, and i was playing on the summit the other day. the platforms are somewhat slippery. well, at least vbrawl captain falcon slides on them when he lands.
    its 3:16 right now. the only reason i'm still up is because i was playing dragon warrior monster.
    aside from the shines and needles in melee, there is no pressure ability that falls under the terms you've laid out.

    shield pressure in smash rarely meant true frame advantage versus the person blocking. brawl+ is the closest iteration if you will, to fulfilling that definition. the fact that all those sub-set of moves you listed out DO have positive frame advantage, or more than -7 advantage is exactly why i said brawl+ has more stunz

    i think i went off a tangent somewhere when we talked about pressure exclusively. the main topic is stun, 'course pressure goes with that and is usually the most discussed topic in regards to stun

    but stuff like unpunishable smashes falls under the issue of shieldstun

    also f*ck smash64
    those same characters don't have really potent shield pressures anymore (B+)

    also note the frame by frames in the first thread, and how only the shines had true shield pressure ability (red frames are when there's no shieldstun).

    however this game has a lot of moves that are problematic due to increased shield stun

    "high-start-up" low lag smashes like mk/falco/sonic fsmash are the biggest culprits here.

    first off they will rarely ever be used offensively, more defensively. they have huge almost uncharacteristically large hitboxes to cover them.

    the best and safest option for all characters to counter this is to shield, and punish accordingly, or at least should be.

    however shieldstun usually gives them at least a high enough advantage (even if it's a low negative) to allow the "defender" to do whatever instead of being punished.

    also ganon needs to break less rules, srs

    what kinda tank has one of the best offense and defense in the game, never dies, and his only weakness is like a handful of characters
    yeah, melee's shieldstun is lower (although it might be engine differences, we all know brawl engine sucks anyway <_<), the only characters that could pull off serious shield pressure were ones with broken moves to begin with (falco pillar, fox shine, sheik needle cancels, etc.).

    you can look if you want, most moves are in negative numbers on block
    melee had tons of moves that had disadvantage on block.

    the difference b/w melee and brawl is that the disadvantage was never big enough to allow the defender to ALWAYS get free grabs, etc.

    there's a game that does it right and a game that does it wrong

    also i don't even know what game ur talking about.

    hokuto no ken? that **** is all ridiculous offense son
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